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minecraft:behavior.jump_around_target

Don't want to write this by hand? GodCraft sets minecraft:behavior.jump_around_target for you with a switch.Get GodCraft

Overview

minecraft:behavior.jump_around_target is an entity component: it goes in the components object of a custom mob, or in one of its component groups. AI goal that makes the mob leap over or around its target to land behind it, like a breeze.

Fields

FieldTypeDefaultDescription
filtersFilter Group{"AND":null,"NOT":null,"OR":null,"all":null,"all_of":null,"any":null,"any_of":null,"none_of":null}Conditions that must pass before the mob jumps.
jump_cooldown_durationnumber0.5Seconds to wait before jumping again.
jump_cooldown_when_hurt_durationnumber0.1Seconds to wait before jumping again if the mob was hurt recently.
last_hurt_durationnumber2If the mob was hurt within this many seconds, the hurt cooldown is used instead.
prepare_jump_durationnumber0.5Seconds the mob crouches before jumping.
max_jump_velocitynumber1.4The fastest speed a jump can start with.
check_collisionbooleanfalseIf true, blocks in the jump path are checked. This costs more performance, so use it with care.
entity_bounding_box_scalenumber0.7Shrinks or grows the mob's hitbox during the jump. Smaller values help it avoid hitting blocks.
line_of_sight_obstruction_height_ignoreinteger4Obstacles lower than this many blocks are ignored when checking if the mob can see its target.
valid_distance_to_targetFloatRange{"max":20,"min":4}Closest and farthest the target can be for a jump.
landing_position_spread_degreesinteger90How wide, in degrees, the landing spot behind the target can vary. 0 lands straight behind it.
landing_distance_from_targetFloatRange{"max":8,"min":4}Closest and farthest the landing spot can be from the target.
required_vertical_spaceinteger4How many air blocks are needed above the mob's head to jump.
snap_to_surface_block_rangeinteger10How many blocks above and below the landing spot are checked to find ground.
jump_anglesnumber[][40,55,60,75,80]Jump angles in degrees the mob can use, picked in random order.
priorityinteger0Lower numbers run first: when two goals compete, the one with the smaller priority wins.Range: 0 to …
control_flagsGoal's control flags[]noneWhich body parts this goal takes over (move, look, jump), so goals using the same parts cannot run together.

Example

Inside the components object of BP/entities/<name>.json (values are the defaults or placeholders):

BP/entities/<name>.json
{
  "minecraft:behavior.jump_around_target": {
    "filters": {
      "AND": null,
      "NOT": null,
      "OR": null,
      "all": null,
      "all_of": null,
      "any": null,
      "any_of": null,
      "none_of": null
    },
    "jump_cooldown_duration": 0.5,
    "jump_cooldown_when_hurt_duration": 0.1,
    "last_hurt_duration": 2,
    "prepare_jump_duration": 0.5,
    "max_jump_velocity": 1.4,
    "check_collision": false,
    "entity_bounding_box_scale": 0.7
  }
}

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